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pb666

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deleted116756623

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20 comments

  1. deleted116756623
    deleted116756623
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    I deleted old entries not related to the active mod. Sorry!

  2. KellyCarti
    KellyCarti
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    with this mod im losing ammo everytime i swap a gun ,it just dissapears , even on a new game
  3. Shavic217
    Shavic217
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    Can anyone tell me how I can edit the amount of grenades i can carry?
    1. pittbull3r666
      pittbull3r666
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      • 4 kudos
      551 line - start   (edit notepad+)
      ------------------------------------------------
      -- Grenade remove and add commom.material  ||  1 greande == 2 material
      ------------------------------------------------
          if countREG_Fla >= 6 then                     /// set MAX  [Flashbang GRENADE]
              upgResult = 1       -- depends on craft recipe (half of item cost when crafted)
              upgOriginal = 1
             
              if countREG_Fla >= 7 then            //// set max + 1
                  upgResult = math.floor ( countREG_Fla - 6 )   -- set limit Regular grenade --
                  upgOriginal =  1
              end
             
              ts:RemoveItem( player, idREG_Fla, upgOriginal )
              Game.AddToInventory("Items.CommonMaterial1", upgResult)   --- if more than MAX remove 1grenade  and add craftpart material
              --Game.AddToInventory("Items.money", 5) 
              msg = msg.."\n 1 Grenade .. "..upgOriginal.." of "..upgResult.." is Removed!"
              msgFlag = false           
          end
      572 frag
      590 emp
      608 inc  etc.
      list of grenades start at 126 for info

  4. Agnafrei
    Agnafrei
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    Does anyone have any tips if the "component looted" keeps on and on forever? (Even after doing everything like the author described)
  5. indrasut
    indrasut
    • member
    • 1 kudos
    Hi,
    Would like to let the modmaker know that this mod seems to crash with combination of Enhanced Craft. 
  6. Samaelka
    Samaelka
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    • 0 kudos
    Thx for the mod!
    In my opinion there are huge ammo limits. Can you make mod that only change ammo capacity without changing limits for grenades/heals?
  7. Indo2002
    Indo2002
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    So I wanted to know does "Auto Limit v1.5."

    •  does it scrap everything from my inventory

    • does it affect ammo capacity

    All I want is the scrap excess ammo part, or is it impossible to have just that part?
  8. UnforgivenWar
    UnforgivenWar
    • member
    • 4 kudos
    Pretty good mod, essential for any survival/realism gameplay, thanks man!
  9. oxisp
    oxisp
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    Hello, maybe anyone here knows how to increase max ammount of ammo for handguns? 
    Hving 30 on skippy and 49 on spare is like... too few lmao
  10. ccompson2
    ccompson2
    • supporter
    • 0 kudos
    I don't understand how I'm supposed to get the Max carry on start mod to work
    the file in the folder is a .archive.  Dropping that in the CET mods folder does nothing.
    1. deleted116756623
      deleted116756623
      • account closed
      • 6 kudos
      Copy the .archive to the ../cyberpunk 2077/archive/  folder.
      if you start new game Carry is set to 80;
      when you advance, the limit increases with fatigue  (20 levels)
                  +2, +2 ... +3 ... +4, +4  (total +50 carry) on 20 lvl
  11. KiroKobra
    KiroKobra
    • supporter
    • 67 kudos
    Can you make a version that turns ammo into OTHER ammo types instead of money?
    It is kind of weird that ammo magically turns into money... 

    • If [x_ammo] is full, add pistol ammo instead. 
    • If pistol ammo is full, add rifle ammo
    • If rifle ammo is full, add shotgun ammo
    • If shotgun ammo is full, add sniper rifle ammo

    If ALL ammo is full... Give crafting components instead. 

    • If < 10 ammo, give 1 crafting component (common)
    • If 10-19, give 1 (common), 1 (uncommon)
    • If 20-29, give 2 (common), 1 (uncommon)
    • If 30-39, give 3 (common), 2 (uncommon)
    • If >= 40, give 3 (common), 3 (uncommon) 

    For healing items...

    • If BB is full, convert to MaxDoc
    • If MaxDoc is full, convert to BB
    • If BOTH are full, convert to crafting components
    • The rarity of the healing item determines the rarity of the crafting component... For example, an uncommon MaxDoc would turn into an uncommon crafting component. 

    If the player has "Scrapper" perk, also gain small amount of EXP each time an item is turned into crafting components to fit-in with the perk's default behavior. 
    1. deleted116756623
      deleted116756623
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      is possible, but without the scrapper perk.
      I don't want to look for it!
      but I can add e.g

      • If 30-39, give 3 (common), 2 (uncommon)  and/or some small EXP

      • If >= 40-59, give 3 (common), 3 (uncommon)  and/or some EXP
      • If >= 60, give 3 (common), 3 (uncommon)  and/or some  2x EXP